Cliff House ArchViz Walk Through

Hi,

In the world settings I use

  • Static lighting level scale 0.75
  • Num indirect bounces 6
  • Environment color 7/7/7

So this is pretty conservative compared to some other suggestions. More is not always better in my opinion it just increases lighting build time and sometimes gpu memory and disk space usage. I can live with the slightly lower quality. Consistency is what I’m looking for otherwise slightly (better or) less good looking objects will stand out and break the illusion. - I don’t have a vray or corona background, I used to work in games for quite some time instead.

I use the “Ultra Dynamic Sky” that is available on the market place and let it do most of the job. Here are the most important settings:

Sunlight

  • Intensity: 3.85
  • Light Source Angle 0.25
  • Cast Modulated Shadows “ticked”
  • Modulated Shadow Color 128/98/70
  • Shadow Bias 0.9 (this is only set because the angle of the sun is so low that I get waves on some shadows)

Skylight

  • everything default

There are 2 post process volumes. The main one (unbound) and a second one that only covers the interior. You can shape the volume with the Geometry Editing Tools

Post Process Volume (main unbound)

  • Global Saturation 0.8
  • Color Grading LUT_Afternoon (in engine content)

– Auto Exposure –

  • Min Brightness 0.25
  • Max Brightness 1.3
  • Speed up/down 3/2
  • Exposure Bias 0.0

Post Process Volume 2 (inside only)
– Auto Exposure –

  • Min Brightness 0.1

  • Max Brightness 2.0

  • Exposure Bias 0.7

  • Priority 5 (needs to be higher than main volume)

Luckily there are a lot of windows in the building and the sun angle is very low. So the sun lights up most areas. Where it gets a bit dark I “turn on” the light fixtures to help giving it a bit more light. (Dining, Kitchen, Hallway, Shower, Guest Room, Office). just a few little spots (intensity around 500 = 30W) of light help a lot in most cases, like in the bathroom.